Installera Steam
logga in
|
språk
简体中文 (förenklad kinesiska)
繁體中文 (traditionell kinesiska)
日本語 (japanska)
한국어 (koreanska)
ไทย (thailändska)
Български (bulgariska)
Čeština (tjeckiska)
Dansk (danska)
Deutsch (tyska)
English (engelska)
Español – España (spanska – Spanien)
Español – Latinoamérica (spanska – Latinamerika)
Ελληνικά (grekiska)
Français (franska)
Italiano (italienska)
Bahasa Indonesia (indonesiska)
Magyar (ungerska)
Nederlands (nederländska)
Norsk (norska)
Polski (polska)
Português (portugisiska – Portugal)
Português – Brasil (portugisiska – Brasilien)
Română (rumänska)
Русский (ryska)
Suomi (finska)
Türkçe (turkiska)
Tiếng Việt (vietnamesiska)
Українська (ukrainska)
Rapportera problem med översättningen
Sorry, because nodegraph_loader uses binary modules (native code), it cannot be distributed through the workshop.
Make sure that "sv_enable_init_hint_hook" and "sv_enable_hint_json_load" are set to 1 (they are set to 0 by default).
I uploaded an explanatory video for Nodegraph Editor+.
https://youtu.be/9Mo_UBLdXDk
The reason jump overrides only work in a downward direction is due to the Source engine.
This can be verified in the Source SDK's C++ code.
https://github.com/ValveSoftware/source-sdk-2013/blob/39f6dde8fbc238727c020d13b05ecadd31bda4c0/src/game/server/ai_pathfinder.cpp#L644
To enable jumping for all entities, use this command:
lua_run hook.Add("OnEntityCreated", "Add CAP_MOVE_JUMP", function(e) if e:IsNPC() then timer.Simple(0, function() e:CapabilitiesAdd(CAP_MOVE_JUMP) end) end end)
However, while it is probably possible to change the maximum jump distance for scripted entities, I don't think you can change the maximum jump distance for NPCs, such as zombies in hl2, which are hard-coded in c++.
Also some NPCs behave strangely with this command (e.g. npc_rollermine can't jump upwards so it keeps rolling into the wall).